unreal.MatineeCameraShake
¶
-
class
unreal.
MatineeCameraShake
(outer=None, name='None')¶ Bases:
unreal.CameraShakeBase
Legacy camera shake which can do either oscillation or run camera anims.
C++ Source:
Module: Engine
File: CameraShake.h
Editor Properties: (see get_editor_property/set_editor_property)
anim
(CameraAnim): [Read-Write] Source camera animation to play. Can be null.anim_blend_in_time
(float): [Read-Write] Linear blend-in time.anim_blend_out_time
(float): [Read-Write] Linear blend-out time.anim_inst
(CameraAnimInst): [Read-Write] The playing instance of the CameraAnim-based shake, if any.anim_play_rate
(float): [Read-Write] Scalar defining how fast to play the anim.anim_scale
(float): [Read-Write] Scalar defining how “intense” to play the anim.fov_oscillation
(FOscillator): [Read-Write] FOV oscillationloc_oscillation
(VOscillator): [Read-Write] Positional oscillationoscillation_blend_in_time
(float): [Read-Write] Duration of the blend-in, where the oscillation scales from 0 to 1.oscillation_blend_out_time
(float): [Read-Write] Duration of the blend-out, where the oscillation scales from 1 to 0.oscillation_duration
(float): [Read-Write] Duration in seconds of current screen shake. Less than 0 means indefinite, 0 means no oscillation.oscillator_time_remaining
(float): [Read-Write] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.random_anim_segment
(bool): [Read-Write] If true, play a random snippet of the animation of length Duration. Implies bLoop and bRandomStartTime = true for the CameraAnim. If false, play the full anim once, non-looped. Useful for getting variety out of a single looped CameraAnim asset.random_anim_segment_duration
(float): [Read-Write] When bRandomAnimSegment is true, this defines how long the anim should play.rot_oscillation
(ROscillator): [Read-Write] Rotational oscillationshake_scale
(float): [Read-Write] The overall scale to apply to the shake. Only valid when the shake is active.single_instance
(bool): [Read-Write] If true to only allow a single instance of this shake class to play at any given time. Subsequent attempts to play this shake will simply restart the timer.
-
property
anim_inst
¶ [Read-Only] The playing instance of the CameraAnim-based shake, if any.
- Type
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blueprint_update_camera_shake
(delta_time, alpha, pov) → MinimalViewInfo¶ Called every tick to let the shake modify the point of view
- Parameters
delta_time (float) –
alpha (float) –
pov (MinimalViewInfo) –
- Returns
modified_pov (MinimalViewInfo):
- Return type
-
property
fov_oscillation
¶ [Read-Write] FOV oscillation
- Type
-
property
loc_oscillation
¶ [Read-Write] Positional oscillation
- Type
-
property
oscillator_time_remaining
¶ [Read-Only] Time remaining for oscillation shakes. Less than 0.f means shake infinitely.
- Type
(float)
-
receive_is_finished
() → bool¶ Called to allow a shake to decide when it’s finished playing.
- Returns
- Return type
-
receive_stop_shake
(immediately) → None¶ Called when the shake is explicitly stopped.
- Parameters
immediately (bool) –
-
property
rot_oscillation
¶ [Read-Write] Rotational oscillation
- Type